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Question by HovSkay · Mar 16, 2018 at 07:10 AM · c#vector3movement scriptmousepositionborder

coordinates 0, 0 is center, not bottom left corner?

Hello, I am trying to limit player movement to screen borders! The object is following players mouse movement. Problem is how can I limit where can the player go. I want the player to have a possibility to go outside of the screen, then vector 3 will be limited by that border, but player can still move on that border. for example: Player moves too much to the right. It stops his further movement to the right, but player can still go up and down, if he is between .y borders. Also, another problem is that coordinates (0, 0, z) place the border on the middle of the screen instead of bottomleft corner. Code and images below:

problems with border (0, 0, z)

screen.width/height nonexistent

Thank you for your time.

 public class PlayerMove : MonoBehaviour {
 
     private Vector3 mousePosition;
     public float moveSpeed = 0.9f;
     public float angle = 120;
     double screenX = Screen.width - 1;
     double screenY = Screen.height - 1;
     Vector3 bottomleft = new Vector3(0, 0, -1);
 
 
     // Use this for initialization
     void Start () {
         Cursor.visible = false;
     }
 
     // Update is called once per frame
     void Update () {
         mousePosition = Camera.main.ScreenToWorldPoint(Input.mousePosition);
         transform.Rotate(0, 0, -angle * Time.deltaTime);
         if (mousePosition.x <= 0 && mousePosition.y <= 0)
         {
             transform.position = Vector3.Lerp(new Vector3(transform.position.x, transform.position.y, -1), new Vector3(0, 0, -1), moveSpeed);
         }
         else if(mousePosition.x >= Screen.width -1 && mousePosition.y >= Screen.height -1)
         {
             transform.position = Vector3.Lerp(new Vector3(transform.position.x, transform.position.y, -1), new Vector3(Screen.width, Screen.height, -1), moveSpeed);
         }
         else if (mousePosition.x <= 0)
         {
             transform.position = Vector3.Lerp(new Vector3(transform.position.x, transform.position.y, -1), new Vector3(0, mousePosition.y, -1), moveSpeed);
         }
         else if (mousePosition.x >= Screen.width/4)
         {
             transform.position = Vector3.Lerp(new Vector3(transform.position.x, transform.position.y, -1), new Vector3(Screen.width - 1, mousePosition.y, -1), moveSpeed);
         }
         else if (mousePosition.y <= 0)
         {
             transform.position = Vector3.Lerp(new Vector3(transform.position.x, transform.position.y, -1), new Vector3(mousePosition.x, 0, -1), moveSpeed);
         }
         else if (mousePosition.y >= Screen.height/4)
         {
             transform.position = Vector3.Lerp(new Vector3(transform.position.x, transform.position.y, -1), new Vector3(mousePosition.x, Screen.height, -1), moveSpeed);
         }
         else
         {
             transform.position = Vector3.Lerp(new Vector3(transform.position.x, transform.position.y, -1), new Vector3(mousePosition.x, mousePosition.y, -1), moveSpeed);
         }
     }
 }


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Answer by Guy_Yome · Mar 16, 2018 at 10:14 PM

You could use physics for that. Instead of checking every possible case and adjusting, the player collider will collide with the 4 walls that will be conveniently placed on the border of the screen (assuming the borders don't change). You can use a FOLLOW or TRANSLATE function to move the character towards the mouse all the time, but still keep the collisions true. The physics will then do the rest for you. I'll let you do the research on that (not a big one).

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avatar image HovSkay · Mar 17, 2018 at 06:20 AM 0
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Tried using empty game objects with box collider2D and using them as a trigger when player enter (touches) it. Similar code (without all those ifs and elses) and had even worse problems. (Player object wouldn't even recognize it entered, no log was shown). I will try your approach again, hopefully, you have some advice.

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